[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.256 - The Dark Ride: Limbo Patch Notes here!
If this is your first visit, be sure to check out the Forums Code of Conduct: https://forums.maplestory.nexon.net/discussion/29556/code-of-conducts

ryanV

About

Username
ryanV
Joined
Visits
30
Last Active
Roles
Member
Points
615
Badges
6
Posts
4
  • GMS Class Balancing? Green Potion difference

    Complete shot in the dark but it would be nice to have our own class balancing. Even if GMS does not have the resources to balance each class through skill damage, just having passive final damage given to classes that do not gain from this benefit would make a difference. This may not seem like a big issue for beginner or mid game players. When you reach end game, it becomes clear how much you have to save for an attempt at 0.3 ~ 2% final damage gain through cubing for double primes. Compare that to someone just clicking a green pot and instantly gains the equivalent of 1~3 boss familiars.

    Classes like Illium roughly gain 13% final damage, jumping from 31st in KMS to 5th in GMS, while hurricane classes and some others benefit very little or not at all. To put this into better perspective, 13 classes get more final damage than a maxed-out origin in full rotation. Green Potion > 4400 frags.....

    i57vhxQ.png

    e6aqJIM.png

    Here is a list of KMS class balancing (on the left) and GMS AS10 (on the right)
    ty Drogon for gathering the information and everyone else involved

    tp8MVsL.png

    I know balancing will not be perfect through GMS, it would just be nice if they made a small effort for those few classes that drop significantly from their KMS standing. KMS has a bigger balancing issue for creating roughly 40% final damage disparities between classes. Attack Speed 10 isn't theirs to balance.

    Copy and pasting a comment I made down below to the main body.
    Updated thoughts as this conversation goes on.

    They just need to create a new monster park extreme potion. Some people in the community are talking about wanting a purple potion that cannot be used with green potion. Let it give 10% final damage to close the gap made by attack speed 10 in GMS. Make green and purple potion only usable outside of the boss room. Similar to Sayrams Potion so people don't swap off of purple potion after using origin and gain benefits from both. Removes the headache for the GMS team to do the balancing per class. Let the players decide which potion is best for their class and skill level.

    Depending how much Final Damage green potion gives your class and your own ability for damage uptime. You can make a decision for QoL with attack speed 10 vs the new purple potion that gives a flat 10% final damage to bosses.

    What are your thoughts?
    Fuhreak